Plugins in data/plugins are loaded at startup and can add a tab with a read-only node board, and the demo plugin shows every asset as a node (#113)
game-maker / gate (push) Successful in 1m38s
game-maker / suite (push) Successful in 5m43s

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 5 committed 2026-09-17 19:00:03 +02:00
1 parent 2a390e52ff
commit 57a97ba94f
22 files changed
+1153 -57

No files matched your search

+12
View File
@@ -6,6 +6,8 @@
*
* Usage: node tools/seed-e2e.mjs [projectId] [baseUrl]
*/
import { copyFileSync, mkdirSync, readdirSync } from 'node:fs';
import { fileURLToPath } from 'node:url';
import { sineWav } from './lib/audio.mjs';
import { edge, node, port, sceneObject, variable } from './lib/builders.mjs';
import { PROJECTS, cliArgs, uploadFont, uploadSound, writeProject } from './lib/projects.mjs';
@@ -13,6 +15,16 @@ import { adjustColorsShader } from './lib/shaders.mjs';
const { projectId, baseUrl } = cliArgs('seed-e2e.mjs', PROJECTS.fixture);
/**
* The plugins that ship with the repository, where the editor loads them from – the build does the
* same, this makes a run after a plain checkout independent of it. The server is this checkout
* (locally and in CI), so a file copy is enough.
*/
const ROOT = fileURLToPath(new URL('..', import.meta.url));
mkdirSync(`${ROOT}data/plugins`, { recursive: true });
for (const file of readdirSync(`${ROOT}plugins`).filter((f) => f.endsWith('.js')))
copyFileSync(`${ROOT}plugins/${file}`, `${ROOT}data/plugins/${file}`);
/**
* Two typefaces for the font step to pick and to drop. They are put on the server but not made
* into assets: the step is about the picker and the drop making them. The files come from the